NASCAR Racing (video game)

Last updated
NASCAR Racing
NASCAR Racing cover.jpg
Cover art featuring the cars of Jeff Gordon and Sterling Marlin
Developer(s) Papyrus Design Group
Publisher(s) Virgin Interactive (DOS)
Sierra On-Line (PS1)
Producer(s) Adam Levesque
Designer(s) David Kaemmer
Adam Levesque
John Wheeler
Programmer(s) John Wheeler
Artist(s) Sandro Carella
Series NASCAR Racing
Platform(s) DOS, Macintosh, PlayStation
Release 1994 (DOS)
1996 (PS1)
Genre(s) Sim racing
Mode(s) Single-player, multiplayer

NASCAR Racing is a 1994 video game developed by Papyrus Design Group and published by Virgin for the PC. A PlayStation version was released in 1996 by Sierra On-Line.

Contents

Gameplay

NASCAR Racing was released on November 2nd, 1994 for DOS personal computers. It featured more than 25 of the 40 regular drivers in the 1994 NASCAR Winston Cup season. Notable absences included Dale Earnhardt (who would go on to win the Winston Cup that year), Dale Jarrett, Kyle Petty and Darrell Waltrip, although the latter's brother, Michael, was included. The PlayStation version features 20 of the 39 regular drivers from the 1996 season.

Cockpit view (MS-DOS) NASCAR Racing 1994 screenshot.png
Cockpit view (MS-DOS)

The game let the player race with up to 38 other cars (32 on shorter tracks like Bristol and Martinsville) and it also offered multiplayer action via direct links (one computer connected to another via a LAN) and also through an online system owned by Papyrus called Hawaii.

The CD-ROM version of the game also offered a SVGA graphics mode which was accessible through the command prompt (by entering "nascar -h"), but it was too demanding for many of the computers of its age, mostly 486 and early Pentium PCs. hardware accelerated versions were later created and bundled with the Matrox Millennium and Diamond Edge 3D.

Papyrus did produce a Daytona track only for use exclusively at a fan simulation game at the Daytona USA museum. In the PlayStation edition of the game, the player races as a rookie in the number 96 Papyrus car.

Reception

NASCAR Racing was a major commercial success. [4] Its sales reached 350,000 units by December 1995, following its November 1994 release, [5] and rose to 400,000 copies by February 1996. [4] In the United States, NASCAR Racing (bundled with its Track Pack add-on) was the 24th best-selling computer game of 1998, with another 225,737 units sold. Its revenue for that year was estimated at $2.28 million. [6] NASCAR Racing and its sequel shipped above 2 million copies globally by March 1998, [7] and shipments of the first game alone surpassed 1 million units by 2004. [8]

Next Generation reviewed the PC version of the game, and stated that "it's the game's astounding ability to create a realistic feeling of speed that makes it an incredible hit. Flying around the tracks at 170 mph and up will make you respect those drivers who do this for a living. Definitely a winner." [2]

Declaring it "the best racing game ever created", the editors of PC Gamer US presented NASCAR Racing with their 1994 "Best Sports Game" award, and nominated it in their "Best Simulation" category. [9] NASCAR also won Computer Gaming World 's 1994 "Simulation Game of the Year" award, tying with Aces of the Deep , and was a nominee for the magazine's overall "Game of the Year" prize. The editors opined that its "incredible graphics, sound and overall experience appeal to simulation enthusiasts and casual sports fans alike". [10]

In 1996, Computer Gaming World declared NASCAR Racing the 31st-best computer game ever released. [11]

PlayStation version

The PlayStation port divided reviewers. Next Generation stated that "NASCAR Racing is for the die-hard stock car racing fan who loves NASCAR so much they don't care what kind of package it comes in." They cited dull visuals, the lack of a multiplayer mode, and inadequate attempts at realism. [14] In contrast, Jeff Kitts of GameSpot hailed it as "stock car racing at its most realistic", praising the authentic recreation of real life tracks, abundant options, realistic controls, and the accuracy of the PlayStation conversion. [13] The two sports reviewers of Electronic Gaming Monthly held more of a middle ground position, with Dindo Perez saying that the PC version was a great title but had been surpassed in the years it took the game to reach the PlayStation, and Todd Mowatt remarking that "this game won't win the checkered flag this time around, but it won't run out of gas on you either." Both commented that the frame rate and general excitement of the game were lacking. [12] GamePro 's Dr. Zombie noted the realistic touches to the game and the merely adequate graphics, controls, and sounds, and concluded that "this game will appeal more to diehard racing aficionados than to the casual gamer cruising for speed and action." [15]

Reviews

Related Research Articles

<i>Grand Prix Legends</i> 1998 video game

Grand Prix Legends is a computer racing simulator developed by Papyrus Design Group and published in 1998 by Sierra On-Line under the Sierra Sports banner. It simulates the 1967 Grand Prix season.

<span class="mw-page-title-main">Sim racing</span> Video game genre

Simulated racing or racing simulation, commonly known as simply sim racing, are the collective terms for racing game software that attempts to accurately simulate auto racing, complete with real-world variables such as fuel usage, damage, tire wear and grip, and suspension settings. To be competitive in sim racing, a driver must understand all aspects of car handling that make real-world racing so difficult, such as threshold braking, how to maintain control of a car as the tires lose traction, and how properly to enter and exit a turn without sacrificing speed. It is this level of difficulty that distinguishes sim racing from arcade racing-style driving games where real-world variables are taken out of the equation and the principal objective is to create a sense of speed as opposed to a sense of realism.

<i>Daytona USA</i> 1994 arcade racing video game

Daytona USA is an arcade racing game developed by Sega AM2 and released by Sega in March of 1994. Inspired by the popularity of the NASCAR motor racing series in the US, the game has players race stock cars on one of three courses. It was the first game to be released on the Sega Model 2 arcade system board. Daytona USA is one of the highest-grossing arcade games of all time.

<span class="mw-page-title-main">Papyrus Design Group</span> Video game developer

Papyrus Design Group, Inc. was a computer game developer founded in 1987 by David Kaemmer and CEO Omar Khudari. Based in Watertown, Massachusetts, it is best known for its series of realistic sim racing games based on the NASCAR and IndyCar leagues, as well as the unique Grand Prix Legends. Papyrus was acquired by Sierra On-Line in late 1995 and Omar Khudari left Papyrus soon after that. Dave Kaemmer left Papyrus in late 2002, just before the release of NASCAR Racing 2003 Season (NR2003).

<i>Destruction Derby</i> 1995 video game

Destruction Derby is a vehicular combat racing video game developed by Reflections Interactive and published by Psygnosis. Based on the sport of demolition derby, the game tasks the player with racing and destroying cars to score points. The developers implemented simulated physics to make the results of collisions easier to predict, and they kept the game's tracks small to increase the number of wrecks. Versions of Destruction Derby were released for MS-DOS, PlayStation and Sega Saturn. Critics found Destruction Derby enjoyable and they praised its graphics and car damage system, but the Sega Saturn releases received mixed reviews. The game started the Destruction Derby franchise, beginning with its 1996 sequel, Destruction Derby 2.

<i>Grand Prix 2</i> Racing video game by MicroProse

Grand Prix 2, released in North America as "Grand Prix II", is a racing simulator released by MicroProse in 1996. It is a sequel to Formula One Grand Prix. It was made under an official FIA license that featured the Formula One 1994 season, with all of the circuits, teams, drivers and cars. The cars were painted with liveries reflecting the races that did not allow tobacco and alcohol sponsors.

<i>Formula One Grand Prix</i> (video game) 1992 video game

Formula One Grand Prix is a racing simulator released in 1991 by MicroProse for the Amiga, Atari ST and PC created by game designer Geoff Crammond. It is often referred to as Grand Prix 1, MicroProse Grand Prix, or just F1GP. Although the game itself was not affiliated officially with the FIA or any Formula One drivers, team liveries and driver helmets were accurate to represent the 1991 season, but the names were fictional. The game is a simulation of Formula One racing at the time and was noted for its 3D graphics, remarkably high framerate and attention to detail, in particular the player's ability to edit the teams and drivers and set up their car to their own personal specifications. The game was ranked the 27th best game of all time by Amiga Power. Grand Prix's success spawned three sequels, called Grand Prix 2, Grand Prix 3 and Grand Prix 4.

<i>Janes AH-64D Longbow</i> 1996 video game

AH-64D Longbow is a realistic combat flight simulator of the AH-64D Apache Longbow attack helicopter. Released on June 3, 1996, for the PC, this simulation was developed at Origin Systems. AH-64D Longbow was the second simulator released under the Jane's Combat Simulators line from Electronic Arts.

<i>TOCA Touring Car Championship</i> 1997 video game

TOCA: Touring Car Championship is a 3D racing video game licensed by series organisers TOCA, and developed and published by Codemasters for the PlayStation and Microsoft Windows platforms in 1997-1998. It was re-released by Codemasters for the Game Boy Color in 2000. It was the first entry in the eponymous series and was followed by TOCA 2 Touring Cars in 1998. The player takes control of a driver who races for one of the eight works teams that contested the 1997 British Touring Car Championship against fifteen AI competitors on one of the nine championship circuits. A championship mode is available for players with the objective of earning points to continue competing and unlocking new features.

<i>Need for Speed III: Hot Pursuit</i> 1998 racing video game

Need for Speed III: Hot Pursuit is a 1998 racing video game developed for PlayStation by EA Canada and Microsoft Windows by EA Seattle, and published by Electronic Arts. It is the third major installment in the Need for Speed franchise, incorporating police pursuits as a major part of gameplay. Hot Pursuit remains focused on racing using exotic sports cars, but features races that primarily take place in locations within North America, including varied settings and climates. Police AI is improved over the first game, utilizing several tactics to stop both the player and opponent. The PlayStation version was released on March 25, 1998, while the Windows version was released on October 12 the same year. The game received critical success, with praise for its graphics and customization options. It received a direct sequel in 2002 and a reboot in 2010.

<i>Indianapolis 500: The Simulation</i> 1989 video game

Indianapolis 500: The Simulation is a 1989 computer game for MS-DOS. It was hailed as the first step of differentiating racing games from the arcade realm and into racing simulation. It was developed by the Papyrus Design Group, and distributed by Electronic Arts. An Amiga port was released in 1990.

<i>The Need for Speed</i> 1994 video game

The Need for Speed is a 1994 racing game developed by EA Canada, originally known as Pioneer Productions, and published by Electronic Arts for 3DO in 1994. It allows driving eight licensed sports cars in three point-to-point tracks either with or without a computer opponent. Checkpoints, traffic vehicles, and police pursuits appear in the races.

<i>Formula 1</i> (video game) 1996 video game

Formula 1 is a racing video game developed by Bizarre Creations and published by Psygnosis for PlayStation and Microsoft Windows. It is the first installment in Sony's Formula One series.

<i>Monaco Grand Prix: Racing Simulation 2</i> 1998 video game

Monaco Grand Prix: Racing Simulation 2, also known as just Monaco Grand Prix or Racing Simulation: Monaco Grand Prix, is a Formula One racing game developed and published by Ubisoft for the Windows, Nintendo 64, PlayStation, and Dreamcast. It was released in 1998–1999. A sequel, Racing Simulation 3, was released in 2002.

<i>NASCAR Racing</i> Series of racing video games

NASCAR Racing is a series of car racing video games originally developed by Papyrus Design Group in the 1990s. The series started in 1994 and ended with the release of NASCAR Racing 2003 Season in 2003. Later NASCAR games were released by Electronic Arts who, through their EA Sports brand, took over the official NASCAR license. This article deals with the original series release, NASCAR Racing.

<i>NASCAR Racing 2</i> 1996 video game developed by Papyrus Design Group

NASCAR Racing 2 is a video game developed by Papyrus Design Group and published by Sierra On-Line for Microsoft Windows and MS-DOS in late 1996. The game had an expansion, called NASCAR Grand National Series, released in late-1997.

<i>IndyCar Racing</i> 1993 video game

IndyCar Racing is a racing video game by Papyrus Design Group released in 1993. Papyrus, consisting of David Kaemmer and Omar Khudari, previously developed Indianapolis 500: The Simulation, released in 1989.

<i>IndyCar Racing II</i> 1995 video game

IndyCar Racing II is a racing game developed by Papyrus Design Group. It is the sequel to IndyCar Racing, and was released in 1995 for the DOS, Mac OS and Windows. A little over a year later, the game was re-released, with a few minor upgrades, under the title CART Racing. The name change came about as a result of the CART series losing licensing rights to the name IndyCar, after the Indianapolis Motor Speedway and IRL lockout in 1996.

<i>NASCAR Racing 4</i> 2001 video game produced by Papyrus

NASCAR Racing 4 is a racing simulator produced by Papyrus and released in February 2001.

<i>Andretti Racing</i> 1996 racing video game

Andretti Racing is a video game developed by American studios High Score Productions and Stormfront Studios and published by EA Sports for the PlayStation and Sega Saturn in 1996, and for Windows in 1997. The game's title refers to legendary racing drivers Mario Andretti and Michael Andretti.

References

  1. Gordon Goble (February 1995). "Computer Gaming World - Issue 127" (PDF). Computer Gaming World (127): 154. Retrieved August 7, 2015. We Look To The Digital Circuits And NASCAR RACING Is All We Can See
  2. 1 2 "Finals". Next Generation . No. 4. Imagine Media. April 1995. p. 92.
  3. Loyola, Roman (June 1997). "The Game Room". MacUser . Archived from the original on February 21, 2001. Retrieved April 11, 2020.
  4. 1 2 Buchanan, Lee (February 1996). "Life in the Fast Lane". PC Gamer US . 2 (12): 88, 89, 91, 92, 94.
  5. Staff (December 1, 1995). "More Sports from Sierra". Next Generation . Archived from the original on April 19, 1997. Retrieved April 11, 2020.
  6. Staff (April 1999). "The Numbers Game". PC Gamer US . 6 (4): 50.
  7. "Archived copy". Archived from the original on 1999-02-10. Retrieved 2020-04-11.{{cite web}}: CS1 maint: archived copy as title (link)
  8. Goble, Gord (July 24, 2004). "History of Papyrus Racing Games". GameSpot . Archived from the original on August 3, 2004.
  9. Staff (March 1995). "The First Annual PC Gamer Awards". PC Gamer . 2 (3): 44, 45, 47, 48, 51.
  10. Staff (May 1995). "The Computer Gaming World 1995 Premier Awards". Computer Gaming World . No. 130. pp. 35, 36, 38, 40, 42, 44.
  11. Staff (November 1996). "150 Best (and 50 Worst) Games of All Time". Computer Gaming World . No. 148. pp. 63–65, 68, 72, 74, 76, 78, 80, 84, 88, 90, 94, 98.
  12. 1 2 "Team EGM Box Scores: NASCAR". Electronic Gaming Monthly . No. 88. Ziff Davis. November 1996. p. 277.
  13. 1 2 Kitts, Jeff (December 1, 1996). "NASCAR Racing Review". GameSpot . Retrieved 26 November 2017.
  14. 1 2 "NASCAR Racing". Next Generation . No. 24. Imagine Media. December 1996. pp. 256, 258.
  15. "NASCAR Racing". GamePro . No. 99. IDG. December 1996. p. 186.